128,815 Commits over 4,201 Days - 1.28cph!

7 Days Ago
Removed the three GameUI.Hud.Buffs prefabs in GameUI.Hud Unused legacy stuff
7 Days Ago
Now disable their canvas when invisible: - Build cost indicator - Repair cost indicator - Game tip - Voice chat - God and invis overlays - All full screen overlays (9 canvases)
7 Days Ago
Merge from parent
7 Days Ago
Sleeping screen, AI designer, pie menu, progress bar and sleeping screen now disable their canvas when invisible
7 Days Ago
merge from optimize_water_body_culling -> main
7 Days Ago
Unshelved Jake's printCanvases command changes: it now shows canvases as a hierarchy
7 Days Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
7 Days Ago
Fixes to ensure the server representation is updated properly
7 Days Ago
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7 Days Ago
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7 Days Ago
Rewrote cmounted turret client prediction
7 Days Ago
Fixes for Lumberjack and Outpost scientist NPC's
7 Days Ago
Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu
7 Days Ago
merge from naval_update
7 Days Ago
re-exported hmlmg from blender and split off ammo box
7 Days Ago
Merge from boat_building
7 Days Ago
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages)
7 Days Ago
Merge from parent
7 Days Ago
Added very placeholder direction arrows to sail deployment guide. Arrows point FORWARDS. Point these to the front of your boat.
7 Days Ago
Added female prefab to all Skinnables, now shows proper male/female prefab in workshop scene
7 Days Ago
Merge from boat_building
7 Days Ago
Cannon deployment improvements/fixes, works nicely with cannon wall. Enabled pickup for cannons.
7 Days Ago
merge from deep_sea
7 Days Ago
ValidBounds checks cleanup
7 Days Ago
Smalle engine deploy guide fixes/no collision.
7 Days Ago
Fixed IsInsideOuterBounds returning false when in the deep sea, bricking all LOS checks
7 Days Ago
Merge from parent
7 Days Ago
Finish building from steering wheel now shows the same error messages as when trying to finish building from the station.
7 Days Ago
RPG7 - updated viewmodel and textures, added worldmodel and LODs
7 Days Ago
merge from main
7 Days Ago
Progress & proper hierarchy structure on 3
7 Days Ago
Merge from boat_building
7 Days Ago
IBoatPropulsion compile fixes
7 Days Ago
Jobify the damage region scanning for instance data
7 Days Ago
Merge from naval_update
7 Days Ago
Small engine can now be picked up
7 Days Ago
Revert cannon prefab to before it exploded
7 Days Ago
Fixed broken material on roof_support_a_end Added culling volume to casino interior lights
7 Days Ago
Bugfix(editor): StoreBundleTool - handle invalid paths This can happen if the serialized path now points to renamed or deleted resource. Tests: none, don't have a case like that right now.
7 Days Ago
Hide reamining, non-deployed, required category item icons in boat building UI if one item has already been placed and only one is required. Eg, hide engine in UI if one isn't placed, but a sail is.
7 Days Ago
Update(editor): StoreBundleTool - stage timings emit volume of work Makes it easier to confirm if it's doing anything when there are no dirty changes Tests: ran the tool
7 Days Ago
Clean(editor): remove Tools/Menu2 Checked both the editor pref by variable and by value, they're not used anywhere Tests: none, trivial change
7 Days Ago
Fix deployment warning for BBS
7 Days Ago
Update(editor): StoreBundleTool - scan scriptable objects - fix assembly scanner skipping public fields if it's type is nested Tests: created a dummy scriptable object, ran a scan - it got picked up
7 Days Ago
exported updated vm rpg skin rig and anims
7 Days Ago
Reduced number of point light on all string lights prefabs Cleaned up the lighting setup in the casino and setup Light At Time groups Disabled shadow casting on all casino light except one Static prefabs for trophies used in the casino CH47 rusty material variant to better match the rest of the environment Various minor tweaks
7 Days Ago
Another island
7 Days Ago
- Add mission relating to underwater labs, given by fishing village Divemaster - Some small improvements to existing Divemaster dialogue - Fix dialogue graph node connections not being deleted with the node - Add string identifier field to mission event payload - Dialogue graph now saves before closing due to an assembly reload - Fix NPCMissionProvider releasing the wrong list to pool Some fixes for the boombox as it relates to the new mission: - Boombox play phrase no longer refers to a cassette tape if there is no valid tape inserted - Microoptimizations to boombox distance checks
7 Days Ago
merge from deep_sea
7 Days Ago
merge from main